(This is my first challenge ever. Please discuss any point with me so we can learn together how to make it better! )

Backstory

Aliens.
They come from a distant planet.
They meant to find a suitable world to settle and expand their civilization, but they found much more. They found us.
At first they were atonished. Earth had all that they needed, but they did not expect to also find an intelligent race which was also genetically compatible with theirs! What are the chances?

So they have sent a little group of their people to the Earth, and they have settled in a distant area so they can observe and get to know the local people.
Of course humans also want to know more about these green people from outer space, and some of them are brave enough to enter the alien settlement and work with them to create the first interestellar-mixed-race city in the history.

What will happen now is up to you! :D

About the challenge

This is a multi-generational challenge which is focused on genetics - what kind of population will you get after a few generations if you have a bunch of avaliable alien bachelors?
Also it might be economically challenging, depending on your own playing style.

Set up

This challenge requires a new neighbourhood and a set of alien townies. You may create your own using treeag's wonderful mod or any custom skin you like. (I shared mine as a default replacement in case you want to use them.)
It is allowed to also have human townies if you wish to do so.

There may be some houses or you may build them on the go, but there is one mandatory building: some sort of barracks (or another comunal house which fits your hood theme) which needs to have enough beds to accomodate the maximum number of playable Sims per household (8 in a vanilla game).
(I also shared my barracks in case you want to use it.)

University is a part of this challenge, but if you do not have the EP or don't want to use it feel free to make some changes in those stages which talk about it.

STAGE 1 - Barracks

Create a household with up to 6 adult human Sims. They may be related or not, but they must be single.
Move them into the barracks. If they don't have enough money to afford it, they may get a mortgage.

The purpose of the barracks is accomodating newcomers to the settlement. Every one of them wants to eventually move out, as soon as they can afford it.
If the household has enough money (no debts or mortgages) they will leave one at a time (i.e. one per rotation).

They only accomodate single people. If any of the members of the household is about to get married (with another member of the household or a townie) they must leave the barracks and move into another house before doing so.
Same goes for pregnant ones, in order to create a family as a single parent they must leave as well.
If the household still has debts whoever moves out must take part of this debt with him.

If there is room in the barracks at the end of a rotation, you may create another household with only 1 human Sim and move into the barracks.
(Have in mind that this will bring extra money in, so you may not want it to happen in every rotation if there is already a lot of cash lying around. It's up to you.)

Jobs:
This is an small alien settlement, and there are only a few avaliable careers for our Sims at this point: Science, Military and Paranormal.
Anything else that they might find in the newspaper/computer is a job OUTSIDE the settlement and our playable Sims are not allowed to take it (that was not their point when they moved in!).
However if they are offered a position by a non-playable Sim they may accept it. And if any Sim who was originally a townie/NPC joins a household and has another career they may keep it.

Services:
There are no NPCs offering any kind of services yet (no maid, no gardener, no matchmaker, etc.).
The only existing services are the goverment emergency services (police, firefighters), paperboy, postmen, and the grocery delivery service. Children adoption is allowed.
There are no business other than those which are essential for your gameplay (probably none, but if you don't want grocery deliveries you may have some sort of market, for example).

STAGE 2 - Birth

After some of your Sims have moved out they may decide to have children. This stage begins when the first hybrid* baby is born.
Pure human breeding is ok but won't get you into this stage, so try to get at least one mixed-race couple.

About hybridation:
Hybrids are those Sims who have at least one alien trait (skin, eyes) and at least one human ascendant.

Now the settlement is about to become a proper city and now has a lot more to offer.

Jobs:
Playable Sims may also apply to positions in the following careers: Natural science, Intelligence, Politics and Medicine.

Services:
The maid and the matchmaker may be hired now.
Still no businesses.

STAGE 3 - Learning

This stage begins when the first hybrid grows up into a teenager.

Inhabitants of this small town demand an university - but it does not exist so far. There is a growing interest in educational issues, and also the services offer is growing. In many senses.

At this point everybody got used to having aliens around, they are nothing new anymore, so the 1-per-rotation human inmigration into the barracks gets to an end.
And whoever still lives there will leave at a 1-per-rotation rate, no matter how much money the household has.
When the building is empty it may be demolished.

Jobs:
Playable Sims may also apply to positions in the following careers: Education, Slacker, Business and Culinary.

Services:
The gardener, repairmen and nanny may be hired now.
Pizza and Chinese food may be ordered. Pets may be adopted.
Most sorts of business may be opened - by playables or as community lots.

STAGE 4 - Next gen

This stage begins when a hybrid becomes a parent for the first time (no matter if the offspring looks alien or human).

The town is well stablished at this point, and they managed to create an small university (if you have the EP).
Students must pay a §10k fee in order to be accepted (they might need a mortgage to pay it) BUT there is an special scholarship for alien minorities: any student who has either alien skin or alien eyes may attend for free.

Jobs:
Playable Sims may also apply to positions in the following careers: Architecture, Criminal and Journalism.

STAGE 5 - Higher education

This stage begins when any Sim goes to college for the first time.

We have no graduates so far, but the city keeps growing.
There is no more inmigration from other parts of the Simnation - but there might be some newcomers from outer space.
You may get 1 alien townie more in every rotation if you wish to do so, but check the score info before you decide to go for it

Jobs:
Playable Sims may also apply to positions in the following careers: Athletic and Law enforcement.

Services:
The exterminator may be hired.

STAGE 6 - Graduation

This stage begins when any Sim is graduated and returns from college to the city.

Jobs:
Playable Sims may also apply to positions in the following careers: Law.

STAGE 7 - Big city

This stage begins when a graduated becomes an elder.

Jobs:
Playable Sims may also apply to positions in the following careers: Artist, Dance, Music, Entertaiment and Show business.

Services:
Any service may be hired.
A downtown may be added to the neighbourhood.

STAGE 8 - Cultural heirloom

This stage begins when there is a family with universitary tradition (grandparent, parent and child go to college).

Jobs:
Playable Sims may also apply to positions in any career.

SCORE

You may consider the challenge completed at any point after you reach stage 8.

+1 for each extra human CAS Sim added to the barracks
-5 for each extra alien townie added
+10 for every alien hybrid born
-100 every time your population goes down to NO hybrids

Thank you Phoenix! I'm glad someone likes it
If you decide give it a try, feel free to discuss it here - and customize it to your liking.

I have shared my townie aliens as a default replacement and also the barracks which I built for this hood, so if anyone does not want to bother creating their own they can be downloaded here at MTS.

Also I have already started playing this challenge myself. I have six Sims, each with a different aspiration, living in the barracks.

Lorna Mayhew is a Knowledge Sim. So, yes, of course, meeting an intelligent creature from outer space is amazing!
James Walker is a Romance Sim. His LTW is career-related but since that career is not avaliable yet I guess he'll focus on flirting around
Callista Atkins is a Fortune Sim. She's not so interested in aliens, she just wants to arrive early in case there are some good bussiness oportunities here.
Sophie Harper is a Family Sim. And she loves cats. Does not care about aliens, but she had nowhere else to go anyway.
Steve Palmer is a Pleasure Sim. His LTW is date-related, so I guess he's gonna bring a little bit of havoc to this peaceful town.
Neil Durant is a Popularity Sim. He's a hipster - and meeting aliens is so cool right now. If it ever becomes mainstream he would leave.

Interesting challenge. I rarely play with aliens, vamps, witches etc. It's like apart of the game I don't touch but this seems interesting just for the genealogy and seeing how sims look after a few generations. curious.

I have a few questions. Hybrid - is that simply offspring from a human & alien or do they indeed have to look hybrid like have features of each species? I've never had my sims mate with alien so I don't know if there are variations of the species mixture. So I'm guessing if it's indeed a hybrid but looks human, their offspring would still be considered hybrid as well? Thanks.

It must be CAS that get added to the barracks? Can't just use the tombstone to add new adult human sims? Since I find that a time save and also I like the true randomness of it.

When I said "hybrid" I meant a Sim who is very obviously a descendant from an alien. For example because they have alien skin or alien eyes - or some other very noticeable feature, for example if all your aliens are noseless anyone who is noseless as a result will be known to be an hybrid in your town.

The way TS2 genetics work, both alien skin and alien eyes are dominant. So direct offspring from human and alien will ALWAYS look alien.
But they have recessive human genes, and they may pass them onto their offspring - or not.

The chance of passing one or another skin is 50%/50%.
The chance of passing one or other type of eyes is 50%/50%.

Which means that the offspring of hybrid & human have:
25% chance of having both alien traits (skin&eyes) -> hybrid such as his parent
50% chance of having one alien trait (skin or eyes) -> still hybrid, but lower chances on passing their genetics onto their offspring
25% chance of not having any alien trait -> human

And, no, it does not have to be CAS. You may add new adult human Sims however you prefer.

EDITED TO ADD.
Btw I've just finished the second rotation and I'm onto stage 2 :D
Story told here and here, in case anyone wants to read it.

What are the rules on job offers from networking? I just started actually playing the other day, and on the first day, an alien townie offered one of my Sims a job. I lucked out because said job was in the Science career (Project Leader), but what about offers in careers that aren't "available" yet?

Also, just FYI, the Paranormal and Natural Scientist careers require a college degree by default. (The artist and Show Business careers do as well, but there'll be grads by the time they're available.)

Modded objects are allowed.
The purpose of this challenge is more a "genetical experiment on alien hybridation" so anything else which affects to other aspects of the game is fine - play as you please.
I don't use that kind of modded objects because it would make it easier for my Sims. I also use my custom higher bills, no20khandout, etc. But if you are not so cruel and would like their lives to be a bit more pleasant, that's completely up to you!

Any job offered by someone else (networking) is fine, even if it's not on the "avaliable" section. Imho those are "special jobs" which may not be offered in the newspaper because of their rarity, but maybe someone in this young hood might be making a living out of them.
(I think I wrote it in the rules, maybe I should word it differently.)

I think you're right about the degree *facepalm* When I wrote the rules I thought of careers that would make sense in the development of the town, didn't check requeriments.
I use this mod myself so in my case the paranormal career is avaliable, while others are not...
I guess I'm keeping it as it is, and every player can customize it as it fits them better.

EDIT:
Also my now shorter rotation was narrated here. 2 more hybrid babies!

Modded objects are allowed.
The purpose of this challenge is more a "genetical experiment on alien hybridation" so anything else which affects to other aspects of the game is fine - play as you please.
I don't use that kind of modded objects because it would make it easier for my Sims. I also use my custom higher bills, no20khandout, etc. But if you are not so cruel and would like their lives to be a bit more pleasant, that's completely up to you!

Okay. At least I have some insurance against an uncooperative RNG ( WARNING: TV Tropes ). FWIW, I'm not a cruel master to my Sims, but I do want to make them earn their happiness (at least what part isn't RNG-based). For example, in a couple discarded takes now, I've had a couple Sims fired via chance card, and the only reason I didn't keep those takes was because the game crashed.

Quote:

Originally Posted by Amura

Any job offered by someone else (networking) is fine, even if it's not on the "avaliable" section. Imho those are "special jobs" which may not be offered in the newspaper because of their rarity, but maybe someone in this young hood might be making a living out of them.
(I think I wrote it in the rules, maybe I should word it differently.)

Taking a second look, yeah, you did. I'm just a forgetful idiot.

Quote:

Originally Posted by Amura

I think you're right about the degree *facepalm* When I wrote the rules I thought of careers that would make sense in the development of the town, didn't check requeriments.
I use this mod myself so in my case the paranormal career is avaliable, while others are not...
I guess I'm keeping it as it is, and every player can customize it as it fits them better.

Don't worry, just wanted to point out a potential pitfall in the rules-as-written.

Anyway, I'm nearing the end of Week 1 on my run of this. Don't expect much in the way of pictures or storytelling from me, though, because I'm pretty bad at both.

Hahaha, I do prefer making things hard for them. Because I'm too controlling, and if everything is easy they would all be extremely rich and extremely happy and extremely platinum-mode-all-the-time. And that's too boring.

We all have different play styles and I think all them are fine, so I hope anyone playing this challenge feels like customizing whatever does not suit them

Well, the last few rotations I did not write the full story, only Steve's love misfortunes (two divorces, lots of women angry at him).
And, well, what matters towards the score, two hybrid babies were born: Prid (child of Richard White and Pdri Entayta) and Kliive (child of Vilkaa Gorge, natural child of James Walker but most people think he's a child of Vilkaa's exhusband Steve).
Oldest of the in-game born Sims (Charles Walker) just grew up into an adult, so probably will soon be time for him to move out of his parents home. I have plans for him

What's going on? Are you still having fun with this little challenge? I do hope so

Just wanted to mention that I'm now part of the What's going on in your game? social group, and that I have created a thread where I'll keep track of my hood and the score. You can read it here if you are curious

I keep telling the story of my hood in the thread I linked above - I guess it leaves this thread a bit empty but it's also tidier, isn't it? And that way I don't talk to myself haha.
Right now I'm on stage 5, and the student in college is doing very well so far - I hope he graduates soon and get into stage 6

This reminds me, I need to get back to this. Just had to rebuild the 'hood I'm using -- again -- because of a truly terribad misreading of the rules. Doesn't help that I've been distracted by my acquisitions from the latest Steam sale: Stardew Valley, Sonic Adventure DX, Sonic Adventure 2: Battle, Chip's Challenge 2 (which reminds me that I need to get back to 1 too, frickin' Blobnet)....

Oh, what happened that would be so terrible?
I would say that tweaking it to your taste or understanding is fine, I mean, if you liked what you build and the idea you used... why not play it anyway? Even if it does not fit the rules.
I'm all for customizing :D

Basically, I was a forgetful idiot again, and added Downtown to the 'hood during the setup phase. I feel like making extensive use of one of these. Thankfully, I did have an earlier backup, from before adding any subhoods (including the stealth subhoods), and I have all the Sims I (currently) plan to add saved in Body Shop, so I at least had a foundation for the rebuild.

Admittedly, that was only about half the reason I canned the run I had going. The other half was plain ol' boredom. I just ran into the problem of maintaining interest in the thing (essentially, my progress seemed to slow to a trickle), and was considering restarting anyway. The Downtown "oops" merely simplified the internal debate.

So it's only the TOWNEES who are alien? I could do that, as any hood I start will not have townies - I would have to MAKE them all. And the people in the house are all "human"? Guess I've been playing your idea - only backwards; I create various aliens and have them breed with humans (generated on community lots).
And I have some "alien" jobs, like "Tourist" & "Invader", which is fun. Seems like finding the required job via paper or computer could take too long.